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Thread Statistics | Show CCP posts - 2 post(s) |
Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.28 22:41:00 -
[151] - Quote
Duke Noobiam wrote:Ripley Riley wrote:Leadfoot10 wrote:And meanwhile, the most OP weapon of all, the CR, remains untouched.
I don't get it. This confounds me too. The CR is good at many ranges, has a scope, excellent damage, respectable clip size, and low fitting requirements. It's good at just about everything it can do. Where is it's nerf? CR got min dispersal increase/nerf, it's noticeably less effective at long range hipfiring.
Details, please.
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GRIM GEAR
410
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Posted - 2014.10.28 22:48:00 -
[152] - Quote
About time all them salty tears muhahahahahahaaha..... seriously the rail rifle should of had that hip fire dispersion when it was first released. I thought it was silly having the rifle with the longest range and great hip fire rolled into one, where's the disadvantages in that? Good work CCP also all you bolt pistol scrubs how you like them apples
One day you will wake up and realize that time waits for no one.
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Hakyou Brutor
Capital Acquisitions LLC
1465
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Posted - 2014.10.28 23:40:00 -
[153] - Quote
RayRay James wrote:MINA Longstrike wrote:Yay for arbitrary decisions by devs completely ****ing over certain roles/weapons. Hipfiring more than 15 shots causes the rail rifle to kick uncontrollably, a full magazine has you facing the skybox. There is no reason why an infantry rifle should be unable to hipfire. Except that infantry should never be hip firing anyways. Hip firing is completely uncontrollable. You want accuracy, bring the gun up and sight it in. Oh, I should aim down sights with my shotgun? HMG?
How will I do no scope montages with my sniper rifle if I aim down sights? |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1172
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Posted - 2014.10.28 23:43:00 -
[154] - Quote
Lol you don't seem like you have yet gotten used to the balanced Rail Rifle
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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NextDark Knight
Molon Labe. General Tso's Alliance
541
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Posted - 2014.10.28 23:51:00 -
[155] - Quote
Really, you want a riffle with that much kick on your front line suit.. which is going to be the first gun people use when they play caldari?
Your adjusting the rail rifle for the sake of adjusting them... preset agenda.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
125
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Posted - 2014.10.29 00:18:00 -
[156] - Quote
CCP Rattati wrote:I hope it worked, because the numbers I was looking at today were worse than I thought, the RR has been OP for far too long, eluding me like a hobbit
The Rail Rifle is an exremely awkward weapon. It hipfires fine from 0-20 metres if you counter its kick...but from 20-60 you can't really aim down sights because it turns to slow, and you cant hipfire because of the kick. Anything past 60 metres is dead
scout ck.0 here!
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RedPencil
Abandoned Privilege Top Men.
111
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Posted - 2014.10.29 00:20:00 -
[157] - Quote
" WE ALL DOOM !!! " " WE ALL DOOM !!! " " WE ALL DOOM !!! " " WE ALL DOOM !!! "
Beware Paper cut M[;..;]M
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DDx77
Kinsho Swords Caldari State
10
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Posted - 2014.10.29 00:30:00 -
[158] - Quote
I just used the ARR and it seems to have a similar increased kick Anyone else notice this?
I'm still confused why they didn't feel increasing the charge up would solve the problem. Now this increased kick ( although manageable ) seems just very stupid It really feels like the gun is broken, I can't imagine they tested this vs increased charged up time because they would have immediately seen how embarassing the kick is. They also did not reduce CPU or PG
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JIMvc2
The Wanga Empire Strikes Back
313
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Posted - 2014.10.29 00:36:00 -
[159] - Quote
I'm proud that RR crap got nerf. Getting killed 100 meters by crapping Caldarians who just camp at the top and act all Tough dogs. Not any more. Your Bullshit ends today.
Now if you excuse me, TIME TO TAKE OUT MY Plasma cannon, Flaylock, and RR to SPAM THE RR N00bs >:D
MAG Raven vet 7 times. Favorite weapon F90 and Highest Kills 78 and 23 deaths.
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Jack the Rlpper
Balac's Disciples
10
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Posted - 2014.10.29 00:36:00 -
[160] - Quote
First of all as a proto min assualt cr got its nerf they are **** towards shields no longer able to blow shields like a scrambler rifle but are wonerful for armour secondly proto rr maxed out and i love its nerf shouldnt be balet o cqc like an ar or cr use dang arr or magsec ok stop whinning and adapt ffs |
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1172
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Posted - 2014.10.29 00:36:00 -
[161] - Quote
+1 Get some gun game RR scrubs
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.29 00:50:00 -
[162] - Quote
Zindorak wrote:+1 Get some gun game RR scrubs
Except, of course, the RR nerf had nothing to do with ADS and everything to do with CQC.
My ScP or SMG will be waiting, regardless.
In the meantime, I'll be using my SP for Gun Game Proficiency 5. |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1172
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Posted - 2014.10.29 00:51:00 -
[163] - Quote
Leadfoot10 wrote:Zindorak wrote:+1 Get some gun game RR scrubs Except, of course, the RR nerf had nothing to do with ADS and everything to do with CQC. My ScP or SMG will be waiting, regardless. In the meantime, I'll be using my SP for Gun Game Proficiency 5. i like scp
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Leadfoot10
Molon Labe. General Tso's Alliance
1868
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Posted - 2014.10.29 01:01:00 -
[164] - Quote
Me too. BrScP is quite nice. Dat headshot. |
NextDark Knight
Molon Labe. General Tso's Alliance
541
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Posted - 2014.10.29 01:05:00 -
[165] - Quote
Still trying to understand why people keep saying killing with the RR is a No skill weapon?
Looks like about 5 million SP or so to me.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Bradric Banewolf
D3ATH CARD RUST415
429
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Posted - 2014.10.29 02:20:00 -
[166] - Quote
Jaran Vilktar wrote:NextDark Knight wrote:The rail riffle is really really off today. I shut my playstation off because something is really wrong with it. Hopefully this is just a bad mistake.
Oh btw, wait until you pull out the bolt pistol. It should be called the Slowmotion pistol Is the Bolt really that bad now? Glad I don't rush to join FOTM trends. I can only imagine the faces of those who fully skilled into a weapon that was simply waiting to get nerfed.
Exactly! I'm so overjoyed!
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
429
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Posted - 2014.10.29 02:24:00 -
[167] - Quote
NextDark Knight wrote:Still trying to understand why people keep saying killing with the RR is a No skill weapon?
Looks like about 5 million SP or so to me.
Maybe it's the "no sharpshooter skill requirement, but it has a scope" part? Maybe the "scoped fully auto weapon" part? Maybe the "great at range and hipfire at 10 meters" part? Maybe the "damage from no where because there's barely a round trace" part? I'm just snowballing here bro don't mind me?! I'm an AV player after all, and "gun game" mechanics escapes me.
"Anybody order chaos?"
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MINA Longstrike
Kirjuun Heiian
1473
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Posted - 2014.10.29 02:27:00 -
[168] - Quote
Honestly, even a short range efficacy nerf (like the laser) at 1-15 meters would have been preferable to uncontrollable kick.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Bradric Banewolf
D3ATH CARD RUST415
429
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Posted - 2014.10.29 02:32:00 -
[169] - Quote
Man the caldari tears are flowing tonight lol! Welcome to the sandbox! Where sh*t is unfair, barely working, and fubar?! ..... oh wait.... that was all gallente weaponry for months!!! Let's do battle!!
"Anybody order chaos?"
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Gabriella Grey
THE HANDS OF DEATH RUST415
201
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Posted - 2014.10.29 02:38:00 -
[170] - Quote
CCP Rattati wrote:I hope it worked, because the numbers I was looking at today were worse than I thought, the RR has been OP for far too long, eluding me like a hobbit
All that is left is the combat rifle and Light assault arms shall be full circle. Great job on the update
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
201
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Posted - 2014.10.29 03:05:00 -
[171] - Quote
TheD1CK wrote:I like both of them so far it has limited their CQC ability nicely but they are still powerful and accurate in ADS It makes the Assault RR a better choice in close range fights... and will hopefully.. Have CCP consider a Bolt Pistol variant (iron sights, better RoF, less dmg) ???
I like this! I have always seen the bolt pistol as not even really needing a charge. Make it a close range hand cannon for the caldari. It really needs to add that missing element the Caldari need from a side arm. Something close range for when the enemy is too close to use something that needs to charge.
Always Grey Skies
Leader of the Alpaca Commandos
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1274
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Posted - 2014.10.29 05:36:00 -
[172] - Quote
John Demonsbane wrote:So, ACR IS getting nerfed too, for the people who somehow missed that. CR got toned down a bit in delta also. They might still need some work but let's not pretend we've flaylocked the RR and the other rifles have been left untouched. Hell, the assault scrambler rifle had been hit worse than the RR until recently.
One thing needs to be understood: The rail rifle SHOULD be, without question, no arguments, plain as day to everyone within a very short time of using it, the absolute worst weapon in CQC. Terrible to the point you would not consider it to be a smart decision to enter a building with it as your primary option.
If that is not the case, then it's basically de facto OP because it outclasses everything at range with the possible exception of a skilled LR user in the narrow range of 90-105m. This has never been debatable, and so neither should it's usefulness in CQC (or lack thereof) have been in question.
The argument made about swapping at supply depots in order to hack boils down to: "Hey, why can't I use this one weapon very effectively in every situation against every other weapon?" I'm sorry, but that's simply not the statement of someone objectively looking at weapon balance.
John, I respect your opinion a lot....however the victory conditions of the game are for the most part dictated by closing to an objective, by definition bringing most of the fighting into CQC range. Makes no sense to put one racial line at such a clear disadvantage.
This really boils down to poor weapon design for then RR and ARR and there nerf/buffs associated are only symptoms of the problem.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1274
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Posted - 2014.10.29 05:46:00 -
[173] - Quote
Greasepalms wrote:the rr should not be viable in cqc just like the plasma rifle shouldn't be effective at range..
The difference is you are forced to engage in CQC to win matches for the most part.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1275
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Posted - 2014.10.29 06:22:00 -
[174] - Quote
MINA Longstrike wrote:Honestly, even a short range efficacy nerf (like the laser) at 1-15 meters would have been preferable to uncontrollable kick.
People are taking a really wrong turn comparing the RR to the LR...it's indicitive of the bigger problem in the design.
The RR has / is becoming basically a special weapon like the LR. The SCR is the general infantry weapon of the Amarr...not the LR.
The RR is much more akin to a special or support weapon...truth be told it functions much more like a light machine-gun than a general purpose infantry weapon. Trying to make one weapon have extreme range, very good accuracy ADS, feature sustained fire, relatively high damage per shot, and be decent in CQC but not too strong is at it's base poor design. When you use weak charge mechanics and recoil as your "balance" tools on weapons like this it further backs the weapon into a narrow niche and makes it untenable as a general infantry weapon.
The ARR is closer to how the basic RR should actually function if you want it to be closer to a general purpose infantry weapon.
For "fixing" the RR I think I would actually prefer lowering the damage per shot, dropping recoil down to less than pre-1.9 nerf levels - particularly in ADS mode, and using similar charge mechanics as the small rail turrets where it prevents you from pre-charging but bring the charge time back to about .25 or .3sec. Honestly, even if you did this I'm not sure it would truly balance easily due to some fo the root design issues.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2067
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Posted - 2014.10.29 06:31:00 -
[175] - Quote
Jaysyn Larrisen wrote:MINA Longstrike wrote:Honestly, even a short range efficacy nerf (like the laser) at 1-15 meters would have been preferable to uncontrollable kick. People are taking a really wrong turn comparing the RR to the LR...it's indicitive of the bigger problem in the design. The RR has / is becoming basically a special weapon like the LR. The SCR is the general infantry weapon of the Amarr...not the LR. The RR is much more akin to a special or support weapon...truth be told it functions much more like a light machine-gun than a general purpose infantry weapon. Trying to make one weapon have extreme range, very good accuracy ADS, feature sustained fire, relatively high damage per shot, and be decent in CQC but not too strong is at it's base poor design. When you use weak charge mechanics and recoil as your "balance" tools on weapons like this it further backs the weapon into a narrow niche and makes it untenable as a general infantry weapon. The ARR is closer to how the basic RR should actually function if you want it to be closer to a general purpose infantry weapon. For "fixing" the RR I think I would actually prefer lowering the damage per shot, dropping recoil down to less than pre-1.9 nerf levels - particularly in ADS mode, and using similar charge mechanics as the small rail turrets where it prevents you from pre-charging but bring the charge time back to about .25 or .3sec. Honestly, even if you did this I'm not sure it would truly balance easily due to some fo the root design issues. I thin the best thing for the RR is to make is function like the bolt pistol. It should hit hard, shoot slow, and charge between shots.
On the ARR, that recoil needs to come way way down if it's supposed to be the CQC option.
Proof that Rattati/CCP do listen to the playerbase.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1275
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Posted - 2014.10.29 06:44:00 -
[176] - Quote
Alena Ventrallis wrote:Jaysyn Larrisen wrote:MINA Longstrike wrote:Honestly, even a short range efficacy nerf (like the laser) at 1-15 meters would have been preferable to uncontrollable kick. People are taking a really wrong turn comparing the RR to the LR...it's indicitive of the bigger problem in the design. .... I thin the best thing for the RR is to make is function like the bolt pistol. It should hit hard, shoot slow, and charge between shots. On the ARR, that recoil needs to come way way down if it's supposed to be the CQC option.
1) If you make the RR like the bolt pistol...you just made a 'Tactical" variant basically.
2) That was why I noted recoil as a serious issue in your thread on the ARR earlier this week.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Sgt Kirk
Fatal Absolution
8148
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Posted - 2014.10.29 07:13:00 -
[177] - Quote
Bradric Banewolf wrote:Man the caldari tears are flowing tonight lol! Welcome to the sandbox! Where sh*t is unfair, barely working, and fubar?! ..... oh wait.... that was all gallente weaponry for months!!! Let's do battle!! Stomped some Caldari Tonight in FW. Feels so nice to push a position filled with Camping Rail Rifling Caldari's only to see them die in aggony because they can't CQC Properly.
GG Scrubs, now you have to know your range.
CCP holds the Caldari's hand so this doesn't happen again.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
620
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Posted - 2014.10.29 07:28:00 -
[178] - Quote
I used to hip fire all the time because ads handling is too slow in cqc, or anything below 20m. Now I use the ARR, but miss my RR. I don't know which one I like more, so just bring both lol |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
620
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Posted - 2014.10.29 07:32:00 -
[179] - Quote
Bradric Banewolf wrote:NextDark Knight wrote:Still trying to understand why people keep saying killing with the RR is a No skill weapon?
Looks like about 5 million SP or so to me. Maybe it's the "no sharpshooter skill requirement, but it has a scope" part? Maybe the "scoped fully auto weapon" part? Maybe the "great at range and hipfire at 10 meters" part? Maybe the "damage from no where because there's barely a round trace" part? I'm just snowballing here bro don't mind me?! I'm an AV player after all, and "gun game" mechanics escapes me.
The AR had a scope once... CCP took it off though. |
NextDark Knight
Molon Labe. General Tso's Alliance
545
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Posted - 2014.10.29 07:51:00 -
[180] - Quote
Still don't understand why you want to force people to use the ARR and your so hungry to do so you have to make the standard variant a specialty weapon.
That kick is jarring and leads to bad play experience.
Really, did everyone suck at the game so bad they couldn't handle the rail rifle?
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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